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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8017387" data-attributes="member: 42582"><p>I don't understand what is going on with the reference to "ruling the world / mass mind control" - but do you two have actual play examples of this conjectured "bad faith" appicaiton of "say 'yes' or roll the dice"?</p><p></p><p>This is a recurrent thing I see on this board. There seems to be this idea that to give players agency involves so-called "narrative control".</p><p></p><p>That idea is false.</p><p></p><p>To give players agency in a (non-OSR/"skilled play") game, all that is needed is that that <em>the GM does not use secret/unilateral fiction to declare that action declarations fail. </em>Burning Wheel, Prince Valiant and Coretex+ Heroic all fit this description.</p><p></p><p>And they do not give the GM more explicit ways to reduce players' control of their PCs. They have nothing comparable, for instance, to D&D's dominate mechanics.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8017387, member: 42582"] I don't understand what is going on with the reference to "ruling the world / mass mind control" - but do you two have actual play examples of this conjectured "bad faith" appicaiton of "say 'yes' or roll the dice"? This is a recurrent thing I see on this board. There seems to be this idea that to give players agency involves so-called "narrative control". That idea is false. To give players agency in a (non-OSR/"skilled play") game, all that is needed is that that [I]the GM does not use secret/unilateral fiction to declare that action declarations fail. [/I]Burning Wheel, Prince Valiant and Coretex+ Heroic all fit this description. And they do not give the GM more explicit ways to reduce players' control of their PCs. They have nothing comparable, for instance, to D&D's dominate mechanics. [/QUOTE]
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